Changes

Ship Stat Info

41 bytes added, 03:13, 27 March 2011
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! align="center" | Level
| align="left" | What license levels you need to buy the ship.
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! align="center" | Variant
| align="left" | Manufacturers Manufacturer's suggested use for the ship.
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! align="center" | Armor
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! align="center" | Weapons
| align="left" | The number and size of weapon ports available on ship. S: Small Ports , L: Large Ports .
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! align="center" | Mass
| align="left" | The mass of a ship. Less mass equals better maneuverability.The numerical representation of ship's inertia
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! align="center" | Length
| align="left" | Length of the ship from nose to enginetail.
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! align="center" | Thrust
| align="left" | How much force the ship have has to accelerate and decelerate without turbo. Higher is better.
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! align="center" | Turbo Thrust
| align="left" | How much force the ship have has to accelerate and decelerate using turbo. Higher is better.
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! align="center" | Max Speed
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! align="center" | Spin Torque
| align="left" | How quickly and crisply a ship can rotateShip's ability to change its rotation. The higher the Higher is better.
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! align="center" | Turbo Speed
In classical mechanics, for a body with constant mass, the acceleration of the body is proportional to the resultant (total) force acting on it (Newton's second law):
\mathbf{<blockquote>'''F} = m\mathbf{.a} \quad \to \quad \mathbf{ &rarr; <i>a} </i> = \mathbf{F}/m'''</blockquote>
where F is the resultant force acting on the body, m is the mass of the body, and a is its acceleration.
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